Professional Documents
Culture Documents
Chapter 1,2,3
Chapter 1,2,3
In Partial Fulfillment
Of the Requirements for the Subject
Research 1
By:
Beato Angelica A.
Legaspi John Carl S.
Miraflor Missy M.
Nacion Denver F.
Chapter 1
The Problem and Its Background
Introduction
it is one of the most significant innovations we have had in centuries. This is one of the
greatest human inventions that has ever existed and has changed our lives. As the modern
world continues to thrive and develop, technology, and computers have become an
integral part of our daily lives, helping us to make our lives easier and more comfortable.
But that’s not just what computers do, they also become a part of entertainment to the
people especially the young ones in a form of video games and because of it, computers
also form a new industry that is what we called now E-Sports or electronic sports where
players compete with each other to a particular video game just like the traditional sports.
worldwide, with huge prize money at stake. There are also non-professional players –
including scholastic esports players – who spend a significant amount of time practicing
and playing. In fact, across the US, 175 universities and colleges are members of the
programs.
Internet Gaming Disorder and E-sports becoming a professional player requires huge
commitment. Those striving for an e-sports career put in six to 12 hours of e-sports play
and related activities each day6 – almost all their waking hours. Furthermore, The
gaming disorder criteria for diagnosing disordered gaming among professional and non-
professional gamers in the context of e-sports. They found that professional gamers may
Sitting in front of a computer screen for long hours a day might have
and depression, social and emotional problems. Additionally, significant challenges face
e-sport players and workers alike: toxicity in the community, agency-player-game owner
may cause suppressing effects on player’s capability, life satisfaction and game
performance. For example, in the countries like China and South Korea, when e-sport
team loses a big event, professional players might get threatened for their lives by
players are exposed to physiological and psychological stresses (Hallman & Giel, 2018).
Such as, being a top dog against the underdog in front of the crowd puts more pressure on
the top dog team players to not being humiliated for losing or staying undefeated for
E-sports have enormous challenges with respect to its demands and maintaining
their place in the technology field. With the challenges come different issues related to
mental and physical both. As per research, it has been reflected that computer games are
criticized for all manner of negative mental health consequences. Few research has
suggested that gaming leads to people feeling nervous, frustrated, irritated, or even
aggressive. Nevertheless, adaptive cognitive patterns, depressive thoughts and behaviors,
low self-esteem, depression, and poor academic success are often correlated with
inappropriate and intense video gaming. Further, it has also been found that playing
games for more than three to four hours can lead to addictive behavior in children.
and withdrawal can be caused by the intense playing of E-sports. Moreover, people who
spend less time playing E-sports have higher levels of psychological well-being as
compared to those who spend more time on E-sports. Also, people who have less
Copello A. 2019)
Right now, in the Philippines, e-sports has risen to prominence, with millions of
people participating worldwide. It is also an action that gamers engage in to satisfy their
competition will be held in the Philippines. Moreover, E-Sports, a term commonly used
Sports also known as electronic sports is a kind of multiplayer video game that is played
competitively especially for teenagers. Playing this kind of video game is sometimes used
to escape or to temporarily forget the bad side of reality. E-Sports also make us
experience the thrill of playing with different people around the world. The quality of
video games has improved a lot that surpasses all the previous versions of computers. It is
E-sport games are part of the student’s pastime to hang out with friends.
But it also has a negative effect on students' well-being. Focusing more on the E- sports
student might lose time to focus on academic, personal and other forms of socialization.
If gaming starts to take over a student’s life, it leads them to become addicted that may
cause various effects on students' well-being.This is the main objective of the study.
IPESR BPED students' well-being at Bicol University. Specifically, it seeks to answer the
following:
a. Age
b. Sex
e. Types of E-Sport
a. Personal
b. Academic Performance
c. Psychological
a. Personal
b. Academic Performance
c. Psychological
4. Recommendation/Suggestions to address the effects of e-sports on the
respondents.
Hypothesis
The main focus of this present study is the effects of E-sports in IPESR BPED
student’s well-being S.Y 2023-2024 and the recommendation to lessen the effects of
e-sports on the respondents. This study will focus on those students who officially
Education Sports and Recreation. The two selective groups of student gamer are
students who are not in an E-sports program but play video games and student
athletes who are officially in Bicol University E-sports program. The respondents are
and Recreation (IPESR), non-students and students from other campuses are not
included since the study is focused on the status and condition of BPED students who
are gamer. Those students who are not gamer are not included in this study. The time
frame of this study will be from the month of January 2023 to May 2023.
Significance of the Study
The result of this study, effect of E-sport in IPESR BPED student’s well-being
BPED 3rd Year Student. This study aims to provide benefits to them since the
respondents themselves were the gamers of E-Sports in this study. So, this research
would be beneficial to them as this will give an adequate knowledge regarding the
Out of School Youth. This research will also benefit the Out of School Youth to
have a broad knowledge on the effects of e-sports on their personal and psychological
well-being. It will also help them to better understand the importance of caring for
themselves rather than spending too much time on the Internet shop.
Family. Safety of gamers is the responsibility of parents. With this research, every
family of the students will be given a view about what is playing computer games and
what are the negative effects on the health of students of too much gaming. With this
research, they will be having an adequate insight about E-Sports and they could
coping on the effects of the esports to the students and other children in collaboration
with the parents, school, community in regulating and monitoring E-sport games.
This will also help the community to become aware of the effects of esports on
student’s well-being, it serves as a guide for the possible activity that surely
Internet Shops. This research will benefit the internet shop because it may serve as
their information regarding the effects of e-sports. This research will help the owner
to limit the open hours of their internet shop so that the students, children and out of
school youth will never spend too much time on playing e-sports.
cause to teach their students and give them a lesson not only academically but also
about the health that they may get specifically, in playing ESports.
view about the negative effects of playing E-sports to the youth. They may see the
factors affecting the youth in excessive gaming with this. The Department of Health
School Head. The school head or the principal of the school can declare a memo or
an order to every teacher of the school to address the negative effects of playing
computer or mobile games. With this research, the school head will have a motivation
to not just lead the school. But also, to have a comprehensive review about this
situation. The school head would also have a reason to tackle and inform the students
Bicol University. This research would help the Bicol University to promote an
awareness of the "The effect of E-sport in IPESR BPED students' well-being. It also
helps the University to gather information about the students' behavior and why they
play e-sports games, so that the University can promote activities that surely help the
Deped. The Deped will be given an idea what possible way to do the nearest
computer shop/ internet shop on the school. This research will help the Deped to
know the effects of e-sports on student’s well-being and also it gives ideas to the
Researcher. This study is highly beneficial to the researchers because most of them
are gamers and experienced a health problem too. As IPESR students who’s always
facing online games frequently, they will have an insight about the negative effects of
Future Researcher. This may serve as a guide and reference for future researchers
who will take a similar path and choose a topic related to our study. As this research
can provide them essential insights that could further improve their work and
chosen topic and through this; they may inspire and help other researchers as well.
Notes
Lo, C. (2022). Defining E-sports Student-Athletes and the Behaviors that Affect Academic
Performance. University of Wisconsin-Stout Journal of Student Research, 20, 31-42.
https://minds.wisconsin.edu/handle/1793/83393
Ricky Layderos. (2012). Effects of Playing E-Sports to the Health of Grade 12 students.
https://www.academia.edu/41535586/The_Effects_of_Playing_E_Sports_to_the_Health_
of_Grade_12_students
Nurul Nadiah Rasdi, Ahmad Najmie Rusli. (2021). Playing E-sport among University Students:
Benefits and Disadvantages. Vol. 17, P-P 73-80.
https://www.researchgate.net/publication/348779211_PLAYING_ESPORT_AMONG_U
NIVERSITY_STUDENTS_BENEFITS_AND_DISADVANTAGES
Chapter 2
To support the result of the study, literature and studies were collected in order to
know more about the effects of e-sport on student’s well-being. The sources of literature
include published journals, books, and web articles. The chapter also includes the
RELATED LITERATURE
FOREIGN
According to Jackson (2011) showed that the factor of video games can negatively
influence one’s academic performance based on the number of hours being put into video
games. Jackson is able to show that skills, such as visual spatial skills, were gained from
internet use and video games that can benefit academic performance, but the study was
not able to provide insight if being a student-athlete. Moreover, the study by Adžić et al.
(2021) is one of the few that explained how the amount of time spent on video games can
affect academic achievement and the more time invested into games will decrease
expected to devote dedicated time into E-Sports, it is important to identify gaming can
negatively affect a student’s academic performance. It is one of the related literature that
has similarity in our study which also focuses on the effect of e-sports on students’
academic, however it differs from focusing also on the benefits of playing e-sports on
students’ academic.
Wohn & Freeman (2020) stated that computer games’ effect on psychological
well-being, also spectating esport games via online may cause to develop problematic
gambling behaviors and spending money habits. From the aspect of spending money,
viewers are spending money on streamers, games and betting. Most of the viewers are
donating high value money on the explanatory and game-play talents and skills of the
streamer. Physical attractiveness of streamer is not the primary reason to donate for
spectators. The above literature has similarity in our study particularly the effect of e-
According to Pachoke L. (2019) the critics of the e-sports concept in Thailand are
in the young people dependence on gadgets, a change in their consciousness and attitude,
an increase of young people unreadiness to live in the real world. The article presents
results of study of Bangkok residents and their relationship to the problem of electronic
sports, outlined the prospects for its legalization and growth of attractiveness for Thai
business. In the stated above it has been related in the present study in terms of personal
effect of e-sports it focuses on the increase in the young people dependence on gadgets. It
participants Norwegian between 17 and 21 years of age studying e-sports were recruited
from high schools and folk high schools. The participants were interviewed through
Zoom using a semi-structured interview guide, and the data were analyzed using a
thematically analysis approach. The emerging themes were: 1) energy and focus, 2) the
impact of gaming and e-sports on sleep, and 3) mental health and lifestyle factors. Proper
nutrition, sleep, and reduced intake of energy drinks was considered essential factors for
optimal energy and focus. Although this was the consensus, many participants reported
drinks. The participants also reported that sleep was negatively affected by playing right
up until bedtime. The above related literature is similar to our study since it also focuses
on the effect of e-sports on students’ personal behavior. It also focuses on the effect of e-
in terms of playing video games. Despite the increase of female gamers, gaming is still an
activity dominated by males (52% males vs. 48%) although most females tend to play
greater activation in the mesocorticolimbic reward system compared to females, and this
may partly explain why males are more attracted to rewarding activities such as gaming
(Hoeft, Watson, Kesler, Bettinger, & Reiss, 2008). The related literature above is similar
to our study in that it focuses on the active gender-oriented individuals who play video
games frequently. It is connected in terms of the effect of e-sports in the personal of the
student’s well-being.
King (2013) found that playing violent video games for 150 min decreased
adolescent’s TST by 27 min, while sleep efficiency fell by 7%, indicating sleep levels
similar to those of individuals suffering from sleep disorders such as insomnia. Sleep can
also be directly displaced by gaming time, especially with time-consuming games such as
MMOGs. Another effect of time-consuming games is the long hour’s gamers spend in a
sitting position. There have been instances of gamers dropping dead after 50 hours or
more of constant playing. The above related literature is similar to our study on the effect
of playing e-sports that focuses on the psychological behavior of the student’s well-being
because it focuses the effect of a person in lack of sleeping effect of gaming video games.
LOCAL
Healthy Children (2019) Those who played violent video games online against
human opponents expressed greater tolerance of violence, a lower empathy attitude and
more aggressive behavior than those who played against computer opponents.
therefore, in accordance with the GAM, increase their effects on players’ thoughts,
feelings and behavior. The above related literature is similar to our study that is
connected to the effect of e-sports in personal attitude and aggressive behavior against
playing e-sports opponent. It is also related to the psychological behavior of the student’s
well-being.
According to Regal (2012) gaming can cause physical harm like muscle pain.
Today there are some real-life active games for Xbox Kinect and Nintendo Wii, which
actually needs you to move in front of the camera, track your motions and turn them into
gaming commands. Still the majority of video games involve sitting in front of computer
personal which the effect of watching and playing e-sports that no need to move can
Robinson (2016) online gaming is one of the widely used leisure activities by
many people. Teenagers who are playing these online games said that they are playing
these games just for fun, to keep away from the heat of the sun, without knowing that
there are a lot of effects of playing these games that are more than what they think.
Playing online games, according to some research, is beneficial. It enables the mind of
the players to be more active, especially those puzzle-based games. It helps the player to
come up with decisions in tight situations, especially those adventure games that keep the
players to be alert, active and strategic. Playing these types of games makes the player
experience different feelings because it is as if the player is really the one taking the
challenges. The above related literature is similar to our study that is connected to the
online gaming is emerging in the Philippines, with 29.9 million gamer recorded in the
country. The incidence of depression is also increasing in the country. The current
correlation analysis evaluated the association between online game addiction and
is a serious threat that needs to be addressed. High level of online game addiction, as
potentially be attributed to the booming internet industry and lack of sufficient mental
health interventions in the country. Recommended interventions include strengthening
depression management among adolescents and improving mental health services for this
vulnerable population groups in schools and within the communities. The above related
literature is similar to our study on the effect of playing e-sports that focuses on the
According to a study by Garcia, Jarabe & Paragas (2018), online gaming can have
a negative influence on school performance by displacing time that would have been
spent in other educational activities such as reading and homework. Many of the students
spend hours a day playing online games, it becomes a primary source of entertainment
for them that leads to forgetting to forget the role of being a student. Several studies in
psychology have found out that increased time spent on the Internet can lead to negative
peers, family members including parents. Studies revealed that the human brain is easy to
destruct and one of the reasons is using technology. It is critical to understand gaming
problems not only by means of the observable symptoms but to situate them within the
broader context of the game, the individual, and the attitudes. While there have been a
number of studies of the effects of online game addiction on academic performance, none
has looked at the influence of online computer game addiction on students’ academic
performance in Zamboanga del Sur Garnada (2020). To bridge the gap, this study aims to
determine the effects of online games on the academic performance of senior high
students in Our Lady of Fatima University. The above related literature is similar to our
study on the effect of playing e-sports that focuses on the personal behavior of the
student’s well-being.
millions of gamer competing for limited spots. To reach that goal, you need to have
gaming hours played each day, and the fact that you spend most of the day sitting in a
chair in a dark room with your eyes strained from staring at the screen is a health
concern. Some e-sports athletes suffer from musculoskeletal injuries (in the neck, back,
and upper body), metabolic imbalance, and poor posture. Mental health problems due to
gaming addiction can also cause poor cognitive functioning, social isolation, social
behavior disorder, and emotional difficulties, such as depression and anxiety. The above
related literature is similar to our study on the effect of playing e-sports that focuses on
the psychological of a person which is the addiction of e-sports can cause cognitive
functional, social isolation, social behavior, emotional difficulties, such as depression and
anxiety.
RELATED STUDIES
In order for researchers to gain better insights and design of the study, a review of
FOREIGN
harassment like physical threats, stalking, and psychological pressure in online games. In
addition, e-sports players may stay under pressure from different aspects. Internal
stressors depend on team issues like in game communication, criticism, lack of
confidence may cause stress on individual player when it happens aggressively (Nilsson
& Lee, 2019). Team criticism puts pressure on players causing anxiety for game
performance or potential drop from the roster. External stressors may come from
audiences or opponent teams and may be formed at different levels such as being bullied
on social media, abusive opponents etc. (Smith, Birch, & Bright, 2019). It is one of that
relates in the study where it is similar in focusing to the effect of e-sports on personal and
effect of e-sports.
with aggression. Spending most of the day on a computer screen has a lot of negative
are subject to cognitive and emotional stressors in many tournaments. Moreover, internal
stressors contribute to team conflicts such as in-game interaction, critique, loss of trust,
etc., whereas external stressors can come from the crowd and other competitors. Online
gaming affects an individual’s mental health and at the same time harms physical health.
The above study is related to the current study in that it focuses on the negative effects of
spending too much time in front of a computer screen on their personal health, such as
physical, psychological, and emotional health. It differs from concentrating solely on the
personal impact.
According to Pew (2020) Research study, 43% of American adults enjoy e-sports
using a computer, game console and/or cell phone. Orthopedic surgeon Pedro
Beredjiklian, who specializes in hand surgery at Rothman Orthopedics at Jefferson
Health (in Pennsylvania and New Jersey), stated he’s seen an increase in injuries from
video gaming, the most common of which are carpal tunnel syndrome, tendonitis and
synovitis (an inflammatory issue). Of all the digital joints, thumb joints are most affected
by constant use on game console controllers, as well as texting and swiping, he added.
According to the study that it differs that it focuses on the effects of e-sports on the
Kocadağ M (2020) on E-sports and well-being the research sample comprised 368
individuals from all over the world. The web-based questionnaire and the psychological
well-being scale were used to gather data obtained across the Steam Community and
Face book. In this research, adolescents' psychological well-being was contrasted with
facets of their job status and everyday playtime. In line with the findings, professional E-
sports athletes had slightly poorer psychological well-being than that of the other two
working classes. And the group of two who play over than six hours a day has slightly
poorer psychological well-being than that of the group of two who play fewer than six
hours a day. According to the above study, players who play for more than six hours have
lower psychological well-being than players who play for less time, and this is similar to
our study, particularly the effect of e-sports on psychological well-being, which is present
in the study.
(2013) have studied and explained both the positive and negative effects of gaming of life
above stated that, esport games can have both positive and negative effects on students'
According to the report of The Indian Express, A 19-year-old man, who was
arrested for allegedly killing his parents and sister, was addicted to online battle
as saying by news agency PTI. Suraj alias Sarnam Verma killed his father Mithilesh,
mother Siya and sister in the early hours of Wednesday and later ransacked the house to
make it look like a case of robbery. He was arrested the same evening (Express Web
Desk, 2018). According to the study mentioned, which is related to our current study,
being addicted to playing online games excessively can lead to people losing control over
their behavior, which can lead to physical abuse and other undesirable outcomes. It
cause problems to teenagers and their social background. The result of such an extensive
internet use is the user’s gradual alienation from real life. The entire world is replaced by
a virtual reality neglecting all commitments that constitute a prerequisite for further
advance and academic progress. Thus, the confrontation of the problem is not essential
only for the addicts’ rehabilitation. It also manages to successfully and gradually
incorporate in society the power of active teenagers, previously consuming their energy
in a virtual world. The current study is part of a wide attempt to confront the problem of
internet addiction and support both teenagers and their families. The study stated that
addiction, particularly among teenagers, can have a negative impact resulting on their
personal, academic, psychological, and social well-being, and both student and their
parents should address this potential problem that they may encountered in their lives.
LOCAL
Regal (2012) Aside from mental problems, gaming can cause physical harm like
muscle pain. Today there are some real-life active games for Xbox Kinect and Nintendo
Wii, which needs you to move in front of the camera, track your motions and turn them
into gaming commands. Still the majority of video games involve sitting in front of a
mainly in the shoulder areas. The study is somehow related in the present study because it
focuses on the effect of excessive playing of e-sports and the possible problems may
encounter on it.
Ryan V, Jehan L, and Daniel C. (2020) Depression, as associated with online game
addiction, is a serious threat that needs to be addressed. High level of online game
could potentially be attributed to the booming internet industry and lack of sufficient
services for this vulnerable population groups in schools and within the communities. It is
related to the study because it is also concern on how to address the effect of e-sports on
student well-being.
The study of Amandal and Amano focused on the effect of online games on
academic performance of BPE students. Based on their study, of the fifty (50)
respondents composed of 1st – 4th year students the first year – 2nd year students were
always in feeling rather than 3rd year and 4th year and they said that the 16 – 18 years
old were more prone in playing online games. The game they were always playing was
Ran Online and Ragnarok and most of the respondents were male by forty – seven (47)
and only three (3) were female. The students who were always playing online games had
family income from four thousand to eight thousand pesos. The study is related in the
present study because it focus on the age of the students who play e-sports, it differs from
focusing on the family income which is not related on the present study.
The review of literature both local and foreign were found to be related to the
present study since this provides ideas and background of information that were useful in
the conceptualization of the study through the review of similarities and differences of
this study.
Garcia, Jarabe & Paragas (2018), Jackson (2011), Adžić et al. (2021), Kocadağ M (2020)
and Elham D, Muhammad-Reza S, Ali D (2013) showed both the positive and negative
effects and influence to academic performances that can also lead to negative impact on
members including parents. Teenagers who are playing these online games said that they
are playing these games just for fun, and widely used leisure activities by many people. It
helps the player to come up with decisions in tight situations, especially those adventure
games that keep the players to be alert, be more active and strategic. And who play over
than six hours a day has slightly poorer psychological well-being than that of the group of
(2019) and Karapetsas, Zyggouris, Fotis, (2014) stated that e-sports are increasingly
and gradually incorporate in society the power of active teenagers, previously consuming
their energy in a virtual world and an increase of young people unreadiness to live in the
real world.
Ryan V. Lavana, Adrian R. Imperial (2020) and André B, Rune A, Mentzoni, Eilin K,
Ståle P. (2022) that gaming hours played each day, and spending most of the day sitting
in a chair in a dark room with your eyes strained from staring at the screen with little or
no movement can cause physical harm health concern like muscle pain (in the neck, back,
and upper body), carpal tunnel syndrome, tendonitis and synovitis (an inflammatory
issue), metabolic imbalance, poor posture and thumb joints are most affected by constant
use on game console controllers, as well as texting and swiping. Sleep can also be
directly displaced by gaming time, especially with time-consuming games that reported
skipping breakfast, sub-optimal sleep patterns, and habitual consumption of energy drinks
that may cause individuals suffering from sleep disorders such as insomnia. Mental
health problems due to gaming addiction can also cause poor cognitive functioning,
social isolation, social behaviour disorder, and emotional difficulties, such as criticism,
lack of confidence, depression and anxiety among adolescent and is a serious threat that
needs to be addressed. Specially that it may formed at different levels such as harassment
like being bullied on social media, physical threats, abusive opponents, stalking, and
psychological pressure in online games stated by (Smith, Birch, & Bright, 2019),
(Nilsson & Lee, 2019) and Adachi PJ, Pew (2020) and Willoughby T (2020) in foreign
The study will aim to determine The Effect of E-Sports on 3rd Year BPED
All studies have been made by the researchers to have an idea regarding The
that there are already researchers who conducted the said topic, which is Quantitative
Research. The study of Garcia, Jarabe and Paragas (2018) and Jackson (2011) have the
same focus on the effect of e-sports on students’ academic. It differs from this study
because it only focuses on the effect of e-sports on students’ academic. Among the
related literature and studies, there were no specific focus about the problem given
above. This study can be use by the future researchers which will fill the gap upon
research, one should also determine the extent effect of e-sports on student’s well-being.
THEORETICAL FRAMEWORK
Theory and the Flow Theory. This two theories will support to the present study. The
Flow theory was developed by Mihaly Csikzentmahalyi, it is best describe as the state of
concentration and engagement that can be achieved when completing a task that
challenges one skills. Too much involvement in flow by being over absorbed and
engaged can harm every individual, since they might obsess with the state of enjoyment
but ignore self-care and interpersonal relationship. They might forget the importance of
their health and academics. This theory will support on the personal and academic effects
of e-sports because too much engaging on the e-sports can make the student obsess and
The other theory that will support the present study is the self-determination
theory, is a theory of human motivation which help us understand human motivation and
learning about this theory we can seek to understand what motivates individuals to have a
certain ways and participate in certain activities like sports. The Self Determination
Theory can guide us on what makes great sporting experiences, and how we can create
autonomy.
This two theory are related to the present study where is it focus on the bad effect
of too much concentration and engaging of the student in the sports. Self Determination
to win the game can lead a personal problem, psychological and academic problem
because they might obsess or addicted to once the student want to win the game.
Self-Determination
Flow Theory
Theory
This study describes the following statement of the problem. The researcher wants
to know the effect of e-sports along with personal, academic performance and
psychological, and also the extent effect of e-sports. Through identifying the effects of e-
sports on student’s well-being. The researchers will able to gather information which
The Figure 2 shows the effect of e-sport on student academic, personal, and
psychological and the possible recommendation to lessen the effect of e-sports. The data
will be collected will be analyzed and examine using purely descriptive method. The
result of the study, the researchers will describe how e-sports affect the student’s well-
being. The researchers presented this learning procedure and used a conceptual model to
Demographic Profile
a. Personal
b. Academic Performance
c. Psychological
a. Personal
b. Academic Performance
c. Psychological
The Conceptual Paradigm of the Study :Figure 2
Recommendation/Suggestion to address of e-
sports on the respondents.
Definition of Terms
For further understanding of this research and to facilitate easy reading, the
E-sport (electronic sport) - a video game played as a competition for people to watch as
which is mostly played by people due to its popularity which can cause an effect on their
well-being.
Well-being - is defined as a sense of health and vitality that arises from your thoughts,
emotions, actions, and experiences. When we have well-being, we feel happy, healthy,
socially connected, and purposeful most of the time. (Tchiki Davis, MA, PhD). Here we
will identify the effect of playing electronic sports whether it is good or bad on a person's
well-being.
Dictionary). This will help the researchers to determine the good and bad effects of
in storing and retrieving information of individuals to determine what the common effect
academic subjects. Teachers and education officials typically measure achievement using
(Encyclopedia). The students are the people that we will conduct research on the effect of
Psychological - means mental or emotional rather than physical. After a shock, your
problems, and even your physical pain, stem from psychological sources rather than any
Adzic et al. (2021). The impact of video games on students' educational outcome
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Paul Douglas, Paul D. (2013). The impact of prolonged violent video-gaming on
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Chapter 3
This chapter presents the research design, population and sample of the study,
data gathering procedures, and statistical treatment of data.
RESEARCH DESIGN
effect of E-sport on IPESR BPEd 3rd year students well-being. This quantitative research
provides numeric and unchanging detailed data and convergent reasoning, which is used
to collect necessary information from the selected respondents in order to answer the
research questions of this study. To interact with the respondents, the researchers will
The students from Bicol University College of Institute Physical Education Sports
and Recreation are the respondents of the study. The population consists of sixty (60)
IPESR students. The total enumeration of the population serves as the respondents of the
study.
RESEARCH INSTRUMENT
This study will use survey questionnaires formulated by the researchers to collect
responses from the target population. The following are the primary components of the
instrument. The first part of the questionnaire will determine the profile of the
respondents which include name, age, sex, family income. The second part of the
performance and psychological which were answered through Likert scale. The third part
performance and psychological. The choices range from 1-5 as 5 being the highest
(extremely to very slightly or not at all) so the researchers can get a holistic view of
RESEARCH VALIDATION
The questionnaire that will designed for this study will validate for process and
content validity. In the validation process of this study, copies of the questionnaire and
copies of the research questions are validate by the teachers who are expert and have
ethical standards of profession. These experts will go through research questions and the
SOURCE OF DATA
The title of the study is The Effect of E-Sports on IPESR BPEd Students Well-
Being. The primary sources of data will the respondents who answer the survey
questionnaire. The secondary sources of the data are books, undergraduate theses,
journal, manuals, and other reading materials that are related to the present study. Internet
are also the secondary source of data. These sources will use by the researchers in order
to find the needed information of the study. This source will help them on ensuring and
DATA GATHERING
The data gathering will be conducted solely on site. Initially, the faculty in-charge
of the course sought a letter of consent and approval from the Dean of the researchers'
college, Bicol University College of Institute Physical Education Sports and Recreation
(BUIPESR) then obtained valid consent from the target respondents. After the permission
granted, the researchers will conduct the data gathering from BPED 3A to BPED 3F
students as the target respondents involving the use of structured questionnaire made by
the researchers. Moreover, the gathering of information will help the researchers
summarizing data from surveys that will be conducted and data gathered analyzed and
STATISTICAL TREATMENT
The data will compile, collate, summarize, and present by the researchers. The
respondents for each item categorized based on the specific problem raised. The
%=f/N ×100
Weighted Mean- pertains to a mean that is computed with extra weight given to one or
more element of the sample. It is used to compute the result to answer sub problems.
Formula
Where
F- Frequently count
N – Total number of respondents
To determine the effect of e-sports on BPED students wellbeing, the five-
point Likert-scale will use on the following interpretation.
Notes